Disciplinas en Gestión de
2.4. Enfoques y perspectivas de la gestión de conocimiento. Primera generación y comienzo de la segunda generación (hasta finales de los 90)
2.5.6. Roles de conocimiento
Section 4.5: Crew Positions
There's a lot of work to do on a starship, and on most ships, the work is divided among six Departments. Each Department is headed up by a member of the bridge crew, with the Commander at the top of the chain. The bridge crew makes sure that the ship stays together and accomplishes its Mission, whether that's to make money, protect the Assembly, undermine the Assembly, or find new worlds to explore.
Biomedicals Biomedicals
Crew Position
“So imagine that you're in an inflatable raft in the ocean, a million million miles from a hospi-tal. Now imagine a bunch of people tried for a million years to breed the perfect super-germ.
Now imagine they all come visit you, maybe some of 'em shoot at you a few times when they get within spitting distance. Those people are the alien worlds you're visiting. Enviromedi-cals train to cure injuries, diseases, patch life support systems, basically keep your dumb ass alive, no matter what.”
Biomedicals heal sick and injured crew members, and operate the ship's life support systems. Biomedi-cals are equal parts physician, biologist, and life sup-port technician. The smallest ships manage to get by with only a well-equipped medical kit and a lot of luck, but any ship with more than a handful of sen-tients needs a Biomedical.
■ Biomedicals Department:
Enviromedical.
Attributes:
Logic +1.
Aptitudes:
Environmental, Medicine, and choose one of the following: Empathy, Science, or Sensors.
Commanders Commanders
Crew Position
“Being a commander? I hate it. I hate the long hours, not having a life, the constant stress, mediating petty shipboard squabbles, ar-guing with asshole portmasters over cargo tariffs, lost sleep over the ship's debts. But I love my crew. More than any of that, I hate that anyone else would screw it up worse than I have.”
Commanders make decisions and issue commands to fulfill the ship's mission and protect their ship and their crew. Commanders need special training in ethics, leadership, and their organization's protocols and objectives. Small ships can sometimes get by with-out a dedicated command position, but any ship with enough crew to have multiple duty shifts usually needs a commander to make staffing and leadership deci-sions.
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■ Commanders
means everyone's going to die. Every system is important; life support, weapons, engines, sen-sors, all of 'em. So the engineer always gets the best food in the mess.”Engineers repair, modify, maintain, and boost ship systems. If it's broke, it's the Engineer's job to fix it. If parts are lacking, it's time to machine new parts, or re-purpose existing spare parts. Keeping the ship running is a constant job, and every ship that runs for more than a few hours at a time must have a dedicated engi-neer to keep the ship functional.
■ Engineers
Computers, Engineering, and one of the follow-ing: Environmental, Fabrication, or Sensors.
Espers Espers
Crew Position
“Psis are hard to manage. They're not mis-sion-oriented. Unfocused. Telepaths fall in love with everyone they meet. Telekinetics stare at objects for hours, only to destroy them to discover their inner structure. Biokinetics get lost on alien planets, staring at the plants and shit. But we'd have a much harder time without them.”
Espers help every other department. Out of combat, they assist Command with diplomatic assignments. In combat, they interfere directly with the enemy sys-tems. Espers are most useful on ships with Psi
En-99
Optional Rule: Optional Rule:
Groundsider Crew
select a Groundsider Profession instead select a Groundsider Profession instead of a Department. groundsiders have nothing to offer groundsiders have nothing to offer their shipmates when the ship is their shipmates when the ship is attacked. Groundsider Professions can attacked. Groundsider Professions can be found in the Planetologist Chapter.be found in the Planetologist Chapter.
In other Missions, the Mission In other Missions, the Mission Control may also allow each player to Control may also allow each player to make two crew members; one is a make two crew members; one is a member of the bridge crew, and one is member of the bridge crew, and one is a member of the ground/boarding
hancement Coils. On other ships, they're not as helpful in starship combat.
■ Espers Department:
Psi Ops.
Attributes:
Focus or Intuition +1.
Aptitudes:
Choose three of the following: Empathy, Willpower, any Psionic Skill.
Image courtesy Nuttakit, Freedigitalphotos.net
Pilots Pilots
Crew Position
Arrogance comes with the territory. Pilots all think they're God Almighty. But when one of them gets you through an uncharted debris field, or out-maneuvers a Slaver raiding ship, you're tempted to humor them, for just a little while.”
Pilots control the ship in combat, and operate fight-ers and shuttlecraft. The crew won't get where they're going without a competent Pilot in charge and if the; ship should run into pirates, or smugglers, or hostile aliens, or galaxy knows what else, only the Pilot can keep the ship from getting hit by rail cannons and
re-duced to floating salvage. Every ship must have a pi-lot, even if it's just a Mek.
■ Pilots Department:
Helm.
Attributes:
Coordination +1.
Aptitudes:
Groundside Piloting, Starship Piloting, and one of the following: Sensors, Starship Gunnery, or Tactics.
Scientists Scientists
Crew Position
“Scientists don't just hang out in labs and play with test tubes. They operate the sensors, so you know whether the neighbors are friendlies. And when some weird phenomenon knocks out the free drive, or you meet some alien race that speaks in ultrasonic iambic pen-tameter, that egghead scientist might be your lifeline.”
Scientists operate the sensors station, perform analyses of new phenomena, and help operate the ship's drive core. Almost every ship has at least one full- or part-time Scientist space is too full of strange; and unexpected things not to.
Civilian ships with routine routes, like corporate freighters, often lack Scientists, but most exploration vessels carry a Scientist.
■ Scientists Department:
Science.
Attributes:
Logic +1.
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Aptitudes:
Science, Sensors, and one of the following:
Computers, Cultures, or Notice.
Security Security
Crew Position
“Space is a whole lot of empty; so what there is, people want. That's where your ship security comes in. They help keep order in a sea of chaos, with the only rule that everyone respects: firepower.”
Security operate shipboard weapons and leads boarding actions against enemy ships. The baddest, toughest leaders aboard the command crew, Security chiefs are often savvy tacticians and strong leaders, though not as much so as Command crew. Any ship with on-board weaponry and valuable cargo can bene-fit from a Security officer.
■ Security Department:
Tactical.
Attributes:
Strength +1.
Aptitudes:
Small Arms, Starship Gunnery, and one of the following: Heavy Weapons, Intimidation, Martial Arts, or Tactics.